Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."

This reverts commit e781cb4043.
This commit is contained in:
Chronos Ouroboros 2020-02-10 15:38:12 -03:00
parent e781cb4043
commit bb42d58427
2 changed files with 3 additions and 6 deletions

View file

@ -201,8 +201,7 @@ class BasicArmor : Armor
// Once the armor has absorbed its part of the damage, then apply its damage factor, if any, to the player // Once the armor has absorbed its part of the damage, then apply its damage factor, if any, to the player
if ((damage > 0) && (ArmorType != 'None')) // BasicArmor is not going to have any damage factor, so skip it. if ((damage > 0) && (ArmorType != 'None')) // BasicArmor is not going to have any damage factor, so skip it.
{ {
damage = int(damage * DamageFactor); newdamage = ApplyDamageFactors(ArmorType, damageType, damage, damage);
newdamage = (damage < 1) ? 0 : ApplyDamageFactors(ArmorType, damageType, damage, damage);
} }
} }
} }

View file

@ -1659,8 +1659,7 @@ class PowerDamage : Powerup
{ {
if (!passive && damage > 0) if (!passive && damage > 0)
{ {
damage = int(damage * DamageFactor); newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
newdamage = (damage < 1) ? 0 : max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
if (Owner != null && newdamage > damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE); if (Owner != null && newdamage > damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE);
} }
} }
@ -1754,8 +1753,7 @@ class PowerProtection : Powerup
{ {
if (passive && damage > 0) if (passive && damage > 0)
{ {
damage = int(damage * DamageFactor); newdamage = max(0, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
newdamage = (damage < 1) ? 0 : max(0, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
if (Owner != null && newdamage < damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE); if (Owner != null && newdamage < damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE);
} }
} }